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- // Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
- // very simple edit to turn into progressbar by @Minionsart
- Shader "UI/ProgressBar"
- {
- Properties
- {
- _MainTex ("Main Texture", 2D) = "white" {}
- _ColorMap ("Color Map", 2D) = "white" {}
- _FillSlider("Fill Slider", Range(0,1)) = 1.0
- _Edge("Edge", Range(0,1)) = 1.0
- _Color ("Edge Tint", Color) = (1,1,1,1)
- _StencilComp ("Stencil Comparison", Float) = 8
- _Stencil ("Stencil ID", Float) = 0
- _StencilOp ("Stencil Operation", Float) = 0
- _StencilWriteMask ("Stencil Write Mask", Float) = 255
- _StencilReadMask ("Stencil Read Mask", Float) = 255
- _ColorMask ("Color Mask", Float) = 15
- [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
- }
- SubShader
- {
- Tags
- {
- "Queue"="Transparent"
- "IgnoreProjector"="True"
- "RenderType"="Transparent"
- "PreviewType"="Plane"
- "CanUseSpriteAtlas"="True"
- }
- Stencil
- {
- Ref [_Stencil]
- Comp [_StencilComp]
- Pass [_StencilOp]
- ReadMask [_StencilReadMask]
- WriteMask [_StencilWriteMask]
- }
- Cull Off
- Lighting Off
- ZWrite Off
- ZTest [unity_GUIZTestMode]
- Blend SrcAlpha OneMinusSrcAlpha
- ColorMask [_ColorMask]
- Pass
- {
- Name "Default"
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma target 2.0
- #include "UnityCG.cginc"
- #include "UnityUI.cginc"
- #pragma multi_compile_local _ UNITY_UI_CLIP_RECT
- #pragma multi_compile_local _ UNITY_UI_ALPHACLIP
- struct appdata_t
- {
- float4 vertex : POSITION;
- float4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct v2f
- {
- float4 vertex : SV_POSITION;
- fixed4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- float2 texcoord2 : TEXCOORD2;
- float4 worldPosition : TEXCOORD1;
- UNITY_VERTEX_OUTPUT_STEREO
- };
- sampler2D _MainTex, _ColorMap;
- fixed4 _Color;
- fixed4 _TextureSampleAdd;
- float4 _ClipRect;
- float4 _MainTex_ST;
- float _FillSlider;
- float _Edge;
- v2f vert(appdata_t v)
- {
- v2f OUT;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
- OUT.worldPosition = v.vertex;
- OUT.vertex = UnityObjectToClipPos(v.vertex);
- OUT.texcoord = v.texcoord;
- OUT.texcoord2 = TRANSFORM_TEX(v.texcoord, _MainTex);
- OUT.color = v.color ;//* _Color;
- return OUT;
- }
- fixed4 frag(v2f IN) : SV_Target
- {
- // grab the main color as a base (could be a noise texture for fun results)
- half4 color = (tex2D(_MainTex, IN.texcoord2) + _TextureSampleAdd) * IN.color;
- // use the main texture to colorize the whole thing
- half4 colorMap = tex2D(_ColorMap, color);
- #ifdef UNITY_UI_CLIP_RECT
- colorMap.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
- #endif
- // comment out the sin version and just us the _FillSlider for manual control
- //float fillAmount = _FillSlider;
- float fillAmount = sin(_Time.y * _FillSlider);
- // base bar
- float cutoffpoint =step( IN.texcoord.y , fillAmount- _Edge);
- colorMap *= cutoffpoint;
- // create an edge at the end
- float endbit = step( IN.texcoord.y , fillAmount ) - cutoffpoint;
- colorMap.a += endbit;
- // clipping
- #ifdef UNITY_UI_ALPHACLIP
- clip (colorMap.a - 0.001);
- #endif
- // add colored edge
- colorMap.rgb += saturate(endbit) * _Color;
- return colorMap;
- }
- ENDCG
- }
- }
- }
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